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v0.3.2
Pre-release
Pre-release
- Fix (from beamng.log): meshes whose name ends in a number (
Cylinder_001,Object_7...) were rejected by BeamNG with "Shape with invalid detail levels" (Torque reads a trailing number as detail-level size) - this made stop sign, traffic lights and other models invisible. DAE node names now never end in a digit. - Fix (from beamng.log): materials named only with digits (
1,3,8, typical for FBX buildings) failed with "Object name cannot start with a digit" / "Unable to find material" -> houses without textures. Names starting with a digit now get the prefixn_. - Fix: traffic-light lamp Lua extension crashed every frame (
greenwas both a duration and the lamp list). Durations renamed togreenSec/yellowSec/allRedSec. modScript now uses the documentedload()/setExtensionUnloadMode(). - Meshes with more submeshes than materials use the last material (like Unity) instead of the grey missing_material.
- Fix: structure check compared the DAE material id (
<name>-material) with main.materials.json and aborted the export; it now compares the material name. - Fix: transparent materials had a black background in BeamNG. BeamNG's texture cooker drops the alpha channel of
*.color.png. Textures with alpha are now split: opaque color PNG (colors bled into transparent areas) + separate grayscale*.opacity.dataR.pngwritten asopacityMap. Sign-like (binary alpha) textures use alpha test, soft ones (markings, glass) use translucent + Z-write.doubleSidedis exported for materials with Render Face = Both (_Cull= 0). - Fix: DAE ids - material ids are now
<name>-materialso they can never collide with the mesh/node id (a model whose mesh and material share a name, typical for Blender exports, could make BeamNG drop the object). - New:
SkinnedMeshRenderer(FBX/Blender models with an armature or shape keys) are baked in their current pose and exported as static meshes instead of being skipped. - Report: lists every renderer that was NOT exported (disabled / LOD1+ ...), plus a note for materials set to a transparent render mode without alpha in the texture.
- README: how to set up intersections, signals and AI traffic.
Full Changelog: v0.3.1...v0.3.2